What’s up, Wargamers?! MadDog here with a cool new monthly theme, ‘WIP (work in progress) Wednesdays’! Tonight, I’m going to show you my latest model that I’m have a LOT of fun with. The part of this that I’m most proud of is the base. Here’s how I started.

Whenever I start a new model that I’m going to put a lot of time and effort into, I like to use my airbrush to spray on the primer. I use Vallejo Gray primer and then wash it with a black wash, usually Citadel’s Nuln Oil. Any black wash I have at hand works though. I do this to help me lay down my base coats and get a better feel for the model.

Once the base coats were down on the model, I started to base. I had a really cool idea for this specific base and I couldn’t wait to start! Typically I won’t base the model until it’s finished or very close to being finished. As this model is ‘jumping’ forward off of a pile of old blocks, I decided to go for an overgrown ruins look for the base. So I put down Citadel’s Stirland Mud technical paint for the base, I added hobby bricks and applied a heavy dose of brown wash.

In order to make the base feel more organic, I added some cat tails and re-applied stirland mud. This gives the appearance of the plants growing out of the base as opposed to sitting on top of it.

Once the wash dried, I lightly drybrushed three different shades of brown, starting with a shade that was just a little bit brighter than the actual base. Then, bringing up the highlights of the mud, I went higher with the other two shades. This gives an effect that brings depth to any base.

After the drybrushing, the final part was the grass. Here, I simply used PVA glue to apply two different shades of green flock, starting with the darker shade on the bottom. After that, I used some hobby tufts to add in an appearance of some of the overgrowth being dead grass.

Everything is coming together very well with this model and I’m having so much fun with it. All that’s really left with this model is some final detailing to the Viking himself.

Share what you’re working on, wargamers! Let’s see your next Crystal Brush entries!

In this episode, listen in to join the WCWG team on some pretty awesome talks the guys got to take part in at Adepticon this year! Presented to you commercial free! Talks include, but not limited to, Anvil 8 Games, Trenchworx, Warlord Games, and Games & Gears.

Thank you to all who talked to us over the weekend, we all had a great time! We will see you soon for episode 25!

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What’s up, Wargamers?! MadDog here with another army showcase! This time, it’s my Konflikt 47 German platoon!

May, 1947

Swamplands near New Orleans, USA.

Throughout the Blitzkrieg and through to the battle of Stalingrad, the 7th Panzer Division was known as the “Ghost Division” as they routinely moved forward and passed through enemy lines, disappearing like ghosts. This is why, under Rommel, this unit was specifically chosen as the Reich’s pathfinders.

Their target: New Orleans.

Moving forward into the American swamps, the 7th Panzer Division was refitted and equipped with state of the art radio communications in order to transmit further to units waiting in the Gulf of Mexico. In preparation for an invasion of the mainland United States, this Division moved through the swamps just like they moved through the Maginot Line; swiftly and without resistance.

This was my “write-up” for my army for Adepticon 2017. What an awesome time we all had! I will say, before we go forward, I definitely need more of the K47 specific models and units! Just my heavy Wehrmacht troops weren’t quite enough to do battle against American walkers and Tesla cannons.

So, a bit more on the background of my army.

A German fleet has made it past Allied blockades in the Atlantic and were able to find, for a short window of time, refuge in the Gulf of Mexico. The unit I created is acting as Pathfinders in order to radio back locations of enemy strongholds, if any, and areas in which a port and/or beach head can be secured.

I picked the New Orleans swamps because I’ve wanted to do a jungle themed German camouflage scheme for a long while now. So now, what you’ve all been waiting for; The Swamp Rats.

We’ll start off with the vehicles I used. I selected a Panzer IV H as my heavy support and two half tracks. One full sized 251/1 and the half sized 250/3.

The Panzer IV is a Tamiya 1/48 scale model kit and I was quite happy with how the camouflage pattern and weathering turned out. I wanted to make it look grimy, but not yet rusty.

Here is the Sdkfz 250/3. I chose this half track variant to stick with the theme of a pathfinder unit with a high powered radio and aerials that extend above the open top.

My sniper team is another part of this army that I’m very happy with. I’ve only recently started individually basing teams and team weapons, but I’m thoroughly enjoying it. It makes for a more dynamic looking display, and is easier (especially with MMG teams) to keep track of casualties.

Here is my Officer and his assistant, both armed with STG-44’s. Being that Operation Creole took place in 1947, I made sure there were plenty of Assault Rifles in this particular platoon, including in the hands of the command staff.

For the standard infantry, I used the camouflage pattern only on the zeltbahn with tan helmets and green pants. I wanted to go for what made the most sense as far as historical patterns and how they would have progressed as the war went on.

And now, on to the heavy infantry.

With this unit, I decided to use the tiger striping camouflage pattern on the entirety of the armor, but kept consistent with the tan helmets. These models are really cool as they are, so I was very pleased with how they looked after applying the camo.

And last but certainly not least, I had a heavy Panzerschreck team.

And that’s the entire force. The most fun I had was creating the display board.

Who else has their K47 armies ready for action?!

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The first issue was a whole bunch a errors popping up at the top of each page. This was due to the plugin that we use not keeping up to date with the WooCommerce API. To put it simply, a function the WC uses had an additional parameter added to it that was causing a cascade of failures. All that was needed to be done was to edit the plugin’s code to add that additional parameter to the affected functions.

The second issue was with an infinite loop of redirects when logging into the site. This was caused by a new service that we added to the server side of our site. The service is an advanced caching platform that allows slowly changing pages, like our product pages and blog posts, to be served to your browser much more quickly. The issue came from a conflict in how that service handled our SSL certificate. The SSL certificate is what allows us to maintain a secure and safe connection between you and our website. As security is very important to us, simply disabling our SSL certificate and allowing logins to progress as normal was out of the question. The issue was finally resolved after the root problem was discovered and will not cause any more issues in the future.

As always, we hope you have a great experience visiting Mercenary Miniatures; if you have any questions or come across any issues please contact us at contact@mercenaryminiatures.com

In this episode, we chat about what we’re getting ready for the Midwest’s biggest hobby event of the year! We run through some new exciting stuff going on in Mercenary Miniatures world and we welcome our new sponsor: Grognard Games!

Come find us at adepticon this year as we’ll probably be doing an on site podcast talking with some folks and maybe pulling in some hobby celebs for a chat if they’re willing!

Adepticon 2017 is coming up and most of us will need some sort of objective marker(s) for our tournaments or games. We’re releasing these with enough time for everyone to pick up a set to use for Adepticon.

We have our markers available for $10 each or (awesome deal) $25 for all three. Take a look at our objective markers in action!

So, whether you need objective markers for Adepticon, your next tournament or your next pick up game against your friend, check out this link and get your hands on our latest release!

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What’s up, Wargamers?! MadDog here with something I’ve wanted to do for a while now. I want to showcase my early war German army for everyone! This is the force I made for and used at World at War last year. I based it specifically off of one of the very first units to step into Poland in September of 1939. That was, of course, the theme for the event. Shout out to Weekend General for running that awesome tournament, by the way.

With this army, I won two accolades. Best Theme and Appearance, and Best Axis General. This is why I’m so proud of this army and I wanted to go through what I’ve built and share it with you.

To start, I’ll go through the recreation portion. Here is the first page of my ‘write up’, which will explain the units I based this army on.

September, 1939

Offensive on Poland, city of Mokra

ARMY GROUP SOUTH

10TH ARMY, 14TH INFANTRY DIVISION

Under the support of:

4TH PANZER DIVISION

LUFTWAFFE 4TH AIR FLEET

Commander: General Peter Weyer

I came up with a cool write up with some quotes and a little background on the unit itself, which was among the first specific units to set foot into Poland in 1939.

We’ll start off with my Command Staff.

Everything in my World at War list was rated at Regular. Didn’t make much sense, in my opinion, to have Veteran status units in September of 1939. As stated above, this unit was under the support of the Luftwaffe 4th Air Fleet. So naturally, I included Forward Air Observers. These are my favorite models in this army.

For my troop selections, I decided to keep it somewhat simple and thematic. 3 Regular infantry units, the NCO has a submachine gun and one light machine gun per squad. The rest were simply riflemen.

The squad machine gunners were all accompanied by their loader. I really liked building these models and having them close to the machine gunners. Doing this always keeps up the ‘cool factor’ for me.

The light infantry needs some transport so, in keeping with the theme of the event, I decided to stick exclusively with half tracks instead of trucks.

This was my first time building removable team bases, but I’m very happy with how they turned out. Here is the medium machine gun team.

For more infantry support, I chose another thematic unit, the Pak 36 ‘door knocker’, also with removable infantry.

I had a two choices for early war armored cars, but I chose the Skdfz 222 because I really like how they look.

It was common for these to be named. My 222 is named ‘Siegfried’. Check out my old friend Siegfried in action in my battle report here: http://www.mercenaryminiatures.com/2017/02/batrep-with-maddog-germans-vs-finns/

Last, but certainly not least, I chose the very thematic Panzer II.

I hope you all enjoyed taking a look at my award winning army! Share some pictures of your favorites below!

What’s up, wargamers! Mad Dog here with my first review of 2017! I decided to start off with a review of one of Warlord Games’ newest systems, Konflikt ’47. The first things I noticed about these models is the serious “cool factor” they carry with them. This is a kit that makes you say “dang, that’s cool” just by looking at the box. That being said, this kit has been one of the easiest pewter kits I’ve had the honor of working with. From the ease of cleaning to their assembly, these models were very very easy to work with. As soon as they came out of the box, they were looking very cool indeed. Here is a pair that’s been built and primed.

The first thing that popped out to me was the new plate armor and what look like respirators(?) on the gear bags. It’s a pretty intriguing mix of historical gear and new “cool” gear.

As you can see here on the LMG unit, there aren’t very many pieces altogether. Legs and body are one piece, which is always nice. The arms and rifle are a single piece as well, which amounted to a few less steps in itself.

Here, on the arms, there is very minimal flash and although the rifle tips are bent, it was very easy bending back and into place. I had zero problems with any rifles’ barrels snapping off. This is something I can’t say for all pewter kits I’ve worked with in the past. There are also minimal mold lines. I only had to whip out my trusty file for a few seconds per shoulder pad.

The heads came with gas masks and a couple without. The only mold lines to be handled here are on the top of the helmet, which is par for the course. This is another “cool factor” for this kit. Just one more time I caught myself saying, “dang, this is cool”.

First, I assembled a pair of them and primed them with Vallejo Grey (74.601) Surface Primer through my airbrush. This is my preferred way of priming infantry models. The details all very clearly pop out and the “cool factor” really comes to life at this point.

Also, as a side note, I’ve found that priming models with such a light color really helps to bring out any missed mold lines or imperfections that I’ve missed in the initial cleaning process. Here, I missed a couple mold lines and it’s very easy to see them. This gives me a chance to do a final check before I start laying down paint.

So, all in all, this is a very cool kit. I’m very much looking forward to revealing my super secret, eyes only, confidential plans that I have for these models with all of our subscribers. Until then, Mad Dog gives the Wehrmacht Heavy Infantry and the Heavy LMG Infantry kits BOTH 5 star reviews. Expect a very easy cleaning session and a very high “cool factor” with these models.

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Wargamers! MadDog here with my first Battle Report! I’ve got tons of cool pictures of my favorite personal army (Blitzkrieg Germans) that I used at World at War and Duane’s Finnish army. Check it out!

Last night, we played a REALLY cool scenario that Lee Schmitz came up with and he will be coming up with new weekly scenarios for everyone to play. If you’re in the Chicago area and are looking for an awesome group of Bolt Action players, definitely check out the Chicago Bolt Action page. And if you’re already on the page, make sure you get up to Draxtar on Thursday nights for these scenarios!

Here are the armies!

Duane’s Finns, looking fabulous.

And here are my Blitzkrieg Germans. I’m very proud of this army.

This is my deployment area, and Duane’s was opposite mine which forced him to use the road to approach.

Deployment zones in this scenario were table quarters, which is always dynamic in any game of Bolt Action. Duane rolled high and elected to attack. So I picked the table quarter in which I could utilize roads to funnel in the attackers and had some cover and line of sight blockers. In this scenario, the building only counted as soft cover, but I still used it to my advantage as best as I could.

Very straight forward so far.

I positioned two full half tracks facing the road. All of my units deployed on ambush on turn one. Which was intimidating to approach.

I also positioned my Skdfz222, AKA Siegfried, facing the road on ambush. The Light Autocannon here and on my Panzer II were my only heavy hitters. Having our lists at 800 points left me without my Pak36 ‘door knocker’. So I left my Panzer II and an extra unit of infantry somewhat behind the action, to come in as an improvised reserve unit later in the game. (Which paid off late in the game).

Starting off with Turn One, all of my units were on ambush, so General Zoldak had free reign on his entire unit. Right away, his T-28 moved up to meet the Germans head on. This was my far my biggest obstacle as I had a difficult time answering the front armor on a Light Tank (8+) with only one autocannon. As he finished his move up the road, I did the best I could to slow his advance with an ambush order from ‘Siegfried’. The Autocannon hit, but was unable to penetrate the front armor.

With all of its MMGs and one Light Howitzer, the T-28 promptly passed an orders check and went to work. Laying out pins on the Germans, but thankfully missing the Machine Gun team in the building with an artillery shell. Behind the T-28, the infantry advances forward. I keep my half tracks on ambush and wait for the advancing infantry to come into range.

With a mostly quiet back and forth on Turn One, Turn Two begins with haste. Most of my units are still on ambush and biding their time. Plenty of targets are working their way closer to the teeth of German Machine Guns.

The T-28 gets the first order die and deals out more pins. The amount of machine guns on the T-28 were very difficult to contend with and having open topped half tracks gave him plenty of opportunity to bog my units down.

The Red Dice denote my pins and the T-28 was quite generous in doling them out.

More infantry continued to move forward across the bridge and a squad was finally in range. My first half track ambushed and put a pin on an advancing unit, but caused no wounds. My second half track ambushed Duane’s advancing Officer, causing a pin and killing the assistant. I got my hopes up for the Officer failing his required orders check, but he stood his ground.

More infantry advanced forward and a unit of Riflemen came up from the river bed and put a pin on Siegfried (Skdfz 222).

At this point, my defenders are getting heavily pinned, but standing their ground. Until I attempt to activate Siegfried. My plan was to advance forward and fire on the side armor of the T-28. With 3 pins and out of Command Range, Siegfried failed the check and had to fall back from cover. One of my half tracks follows suit, failing an activation check and falling back. Things are looking rough for the defenders. “Pinning enemies out” is proving to be quite a formidable tactic here. My Panzer II moves forward in the river bed, poised to strike, but still out of range.

The Finns answer by moving a tank hunting squad into the river bed, opposite the bridge. The tension is building and things are about to get bloody.

The Finn sniper and Anti-Tank Rifle team move forward to attempt to get better position and keep up with the rest of their unit and Turn Two comes to a close. Now, things are starting to heat up at this little crossroads.

Turn Three begins with the T-28 activating first again, ridding itself of its own pins and distributing more to my Germans and being very generous about it. This time, the howitzer is fired into the building and kills the Machine Gun Team that was still lying in wait, on ambush orders.

My Panzer II moves out of the river bed and is in range of the T-28. It hits and pins, but does no damage. This T-28 is resilient.

Hoping to pincer the T-28, Siegfried activates and moves on the opposite side and fires! But misses its shot and is left in the open.

I’m on a roll with my order die and grab a third in a row. Issuing a “snap to”, I issue orders to my half track to rally (which is successful) and to my infantry to move forward into the building and take the place of the Machine Gun Team.

The Finn anti-tank squad move forward and out of the river bed completely, lining up against the back of a building, telegraphing their next move.

The Finn Anti-tank Rifle team and sniper are still out of range and their shots are blocked by crowded streets. They advance closer to the fight.

Look who stopped by!

Every game has a FUBAR right? If you play me, there’s usually a couple. I tried to rally the infantry unit inside of the half track and…

These pins are truly wearing my defenders down. At this point, I start to think that I may need to fall back further and hopefully be able to get shots onto the infantry to slow their advance. The dice are simply not with me today!

The Finn infantry move forward and place more pins on Siegfried, as he’s now very exposed and doesn’t have cover. I am able to remove a pin from my half track and return fire on an advancing unit, causing a pin and one wound. Not enough to stop the unit, but hopefully the pin will help slow them down.

As Turn Three comes to its end, I issue a rally to the infantry unit inside the half track, which is successful and all pins are removed.

Turn Four begins and the crossroads are heating up! My Panzer II moves forward again to get an optimal shot on the T-28 and destroys it.

The Panzer’s move forward wasn’t enough to get it out of range of the Anti-Tank unit, which was a calculated risk. The unit rushes forward and assaults the Panzer II in the street!

Their attack proves fruitless, and they’re left in the open. My Germans took this opportunity to answer and assaulted the Finns in the street. Street Fight!

The Germans had ‘tough fighter’ for this scenario and swiftly destroyed the Finn unit. They then consolidated back into the cover of the building.

The Finn infantry is out of the small wooded area and moves to assault Siegfried! I was left with a choice; open fire with a Medium Machine Gun and take as many infantry down as I could to slow their inevitable advance further into my table quarter, or recce further backwards into my own deployment area. I chose to open fire, which proved fruitless while only eliminating a single infantry unit.

The assault was successful and Siegfried was quickly dispatched to a burning hulk of twisted steel. Poor Siegfried!

The battle is very close quarters now as another assault is ordered on one of my half tracks. The infantry unit inside dismounts and meets the Finns for more hand-to-hand fighting.

The Finns were outnumbered and pitted against Tough Fighters. The Germans consolidated further up the street to continue the fight.

The remaining German unit in the half track dismounts and opens fire on the exposed Finns that took away our beloved Siegfried!

Coming up on the end of the Turn Four, the Finnish sniper and ATR team are still lagging behind and out of range. They move forward to get into the fight late in the game.

The beginning of Turn Five had the potential to completely turn the game. “Titan of Industry” was a special rule written into this scenario, which allowed the attacker (Duane) to bring any destroyed units from the previous turn onto the table as reserves. This had me concerned.

To start Turn Five, I got the first order and promptly opened fire on the exposed Siegfried killers, eliminating the unit and finally bringing swift justice to the awful invader.

The Germans inside the building fire at the unit across the street and end up wounding two Finns.

The Finns’ numbers are dwindling after the close fighting in the streets. The Panzer II opens fire on the same unit and wounds three more and the unit is forced to take the aptly named “check your pants check” when losing 50% of the unit (thanks for that, Chris). But this particular Finn is quite brave and stands his ground against the mighty Panzer.

In an unsuccessful attempt to destroy the unit, the half track moves up and puts more fire onto the brave Finn.

In true Batman Begins style, the half track surrendered sure footing for a killing blow. The Finn ATR team was on the bridge, just waiting for the opportunity to fire on the half track. The shot hit, but did not cause any damage. The lone sniper advanced again and attempted a shot at an exposed infantry unit, but failed.

This brought an end to Turn Five and a wonderful beginning to a truly humble and respectable concession speech by the attackers’ General. In the typical Chicago Bolt Action fashion, both players shook hands, smiled and congratulated each other on a hard fought and VERY fun game.

This was a very fun game with a very dynamic rules set that set it apart from any of the main rule book missions; which is always a welcomed change of pace. Thanks, Duane!

Many thanks to Dan at Draxtar games!

This was my first battle report so please feel free to let me know how you liked it!

Let’s start off with a BIG Windy City thank you to Dan Zedan of Draxtar games and Seamus Hamrin (AKA Weekend General) for running another awesome event. Once again, under the General’s leadership, the tournament went smoothly and without a hitch. Fun was most definitely had by all players!

I have something I’d like to cover before I get into how the day went. It appears that Version 2 of Bolt Action is finally starting to be understood by the community and gamers are getting the hang of all of the changes to the system. This was definitely a change of pace for me as my last tournament was Dragonfall, which was the first tournament with Version 2 rules.

So, moving on to Operation Wendigo. Thanks again to Seamus for running ANOTHER fantastic tournament. Just like World at War last year, Operation Wendigo was a great success. This was my second tournament using the Armies of Germany book, and I selected a somewhat mid-war list.

One First Lieutenant with an assistant.

One Artillery Observer.

Two full Rifle squads.

One Medium Machine Gun Team.

Two Half Tracks

And one (dun dun dun) Tiger I.

My entire list was Veteran, which is a very big change for me, as I’m used to running regular and inexperienced Soviets. The only Veterans I’m used to using are my T-34s and my Soviet Assault Engineers.

It definitely made a big difference in my units’ toughness, which is to be expected with 5+ to wound. It also made a big difference, naturally, in leadership tests. Utilizing my 1st LT, I was able to keep most of my order checks at 10, however, I did have a grand total of three FUBAR order checks throughout the day. Twice in just the second game.

And if you’ve ever played against me, you know, that’s just how I roll.

Another thing I’m not used to running is up-armored transports. I will typically use soft skinned trucks for my Soviets, which are very fragile. So, having my units transported in 7+ was yet another change of pace for me. I will say, I am of the opinion that half tracks are still getting somewhat of a bad rap. Even though its tracked and it’s movement isn’t that of a truck, the points value and up-armor makes them worth bringing to the table. As always, just be mindful to utilize cover as best as you can and be careful not to park it in front of an AT gun, and you should do well.

In Version 1, I became fond of using the Soviet IS-2, for its high damage HE capability on infantry and it’s armor value. Now, I will admit I was skeptical about the transition to templates for HE weapons in Version 2, but I have certainly come around. The Tiger I definitely ranked as my MVP for the weekend, which probably doesn’t come as a surprise to anyone. The extra shot with the hull mounted MMG proved more useful than I initially expected, but the Super Heavy AT gun was truly devastating when it hit. Which, of course, is to be expected.

Game 1: Sectors – Rules set from the Main Rule Book

This game was very fun. For anyone unaware, the table is divided into quarters and opponents deploy on opposite quarters. This is much more dynamic and fun for me than just setting up on long table edges and marching forward. The objective is to hold as many quarters at the end of the game with extra points for holding the enemy’s deployment quarter. This is a really cool concept and adds a lot to the game.

I played on the aptly named “Burma Board” against a beautifully painted Chindit Army and its General, Andrew Verticchio. My Germans seemed somewhat confused while fighting Brits in a jungle with funny hats.

I started with my fastest units on the board to try and take what real estate I could, then hopefully sit and wait things out. This was a somewhat difficult task for me, as I’m not used to holding tight with Veterans. My play style with my Soviets is very “FORWARD!”. This was my first game using a majority Veteran list, which was nice as I had troops survive past the second round!

Once my Tiger came out to play, I placed him near the left side of the board, so I could use it as cover for another fast unit in a half track to rush into the enemy table quarter and secure more points. Which, in the end, worked very well and the units on this side of the board were unable to deal with the Tiger.

Here is the fast attack unit I moved up the left side of the board. The units on this side of the board were unable to deal with any armor at all, even just the 7+ half track, which was another situation in which I was very glad to have the armored transport, even if it was somewhat slow moving at 9″-18″.

Moving up was a grind, but I had units in the enemy zone and the neutral zone. The game resulted in a German loss as General Verticchio had units in my deployment zone as well; just more than I had in his.

Game 2: Surrounded – Rules set from the Main Rule Book

This was another very fun game with a very dynamic concept. I, of course, rolled low and the enemy General, David Leonard, won initiative. So my Germans were surrounded. We played on my Hydra Airfield board which continues to evolve and has things added to it each time it’s brought out.

I risked preparatory bombardment damage to have the Tiger out as part of my initially deployed force. Along with a half track and an MMG Team, I positioned myself nearly dead center of the board, hoping to use a wrecked T-34 as cover and setting up fields of fire. Which mostly worked for the first part of the game.

This rules set allows for reinforcements to be brought in from any table edge, with one minor exception. General Leonard set up his main force mostly on his table edge, while having his artillery piece lie in wait for the proper opportunity.

I should have realized what opportunity he was waiting for and continued to deploy my force from my table edge, as the exception to the deployment rule was simple; only one table edge could be used per activation. So, along comes the artillery piece, and it had my Tiger’s tail pipes in sight.

Tiger fear meant nothing to this brave artillery crew, but something got into the main gunners eye! The shot was a miss!

The Tiger’s retribution was swift and decisive. Enough said.

Game 3: Scalps – Custom scenario and Rules set

Now THIS was a cool game concept. Thanks to Seamus for throwing this together. Your objective is to get your lieutenant some scalps because apparently you owe him 50 scalps. The cool twist to this is each individual unit gets a “scalp” when it destroys another unit, BUT, if that unit itself is killed, you don’t get credit for the scalps.

This was my fastest game of the weekend. We powered straight through and it was a bloody match. My artillery observer got a kill at the beginning of turn 2, and in order to keep that scalp, he moved behind cover to keep the point.

Much of the game was a stalemate as the board was somewhat constrictive. Lots of ambush orders and waiting. Using outflank, the enemy was able to get around behind my Tiger and was the first to kill it. It took a lot of fire and ended up being mostly stuck for a good portion of the game.

After all was said and done, I came away with 3rd place over the weekend. And, following the theme of things we all expected to happen, Mr. Duane Zoldak won the illustrious and highly sought after Zoldak Sportsmanship Award. Which at this point, I’m curious about what might happen if there ever comes a day that he doesn’t win his own award. As we all know, he wrote the book on winning the Sportsmanship Award.

And here are the rest of the winners with yours truly taking home third.

All in all, another amazing tournament with a couple new faces and some familiar ones as well. The community we’ve built here in the Chicagoland area has become very close knit and I can’t wait to see everyone again at the next big tournament. If you’re in the Chicago area, check out the Facebook page Chicago Bolt Action.

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What Objectives does Mercenary Miniatures have planned for The New Year?

All of us at Mercenary Miniatures would like to wish everyone a happy and safe new year and share our objectives and plans for the upcoming

As our company grows and our ambitions follow suit we have a few things in the pipeline coming up for the gaming community.

Objective Markers

Have you ever questioned if your troops are wondering why they do what they do? Does Hans turn to Fritz and ask what’s the point of fighting over an enormous die? Or what purpose does high command have in mind when they send us out to secure that poker chip that is large enough to serve as King Arthur’s round table?

I know we have, but that’s also because we have a tendency to sit at our work stations marching our freshly painted troops around and simulating a battle complete with add “Pew Pew” sound effects. That’s why we worked on a solution.

Objective Markers! We will be releasing a set of three objective markers mid January so that your troops can fight over supplies and more relevant. They will be released in packs of three or sold individually.

First we will release a single set that will cover any game system set after the industrial age. We will then move on to some specific objective markers for games like bolt action and Warhammer 40,000. These will be designed around army themes, like having Panzerfausts for the Germans. As well as universe specific ones, like plasma generators for 40k.

Game Boards

We also plan on releasing a couple new game boards to tour the tournament scene this year. The sub pen that debuted at Adepticon 2015 and has been at every event we’ve been at since will be redone. With the new skill sets that we have acquired and technologies learned this table with the our crowning glory for some time to come. A new trench heavy gritty no mans land scared battlefield will be showing up at some point too. The last currently planned board for this year is a heavy urban board that will have some surprises in store for those that play on it.

These boards do not have a release date and we don’t want to promise their appearances at any particular events because we want to make sure that these boards are as playable and memorable for everyone who plays on them.

Out of the current boards, the Sub Pen and Pacific Island will be available for sale. If you are interested drop us an email at admin@mercenaryminiatures.com or talk to one of us at the upcoming this year (Polar Vortex, Adepticon, World at War, and Operation Sting to name a few)

Internally we have been refining our production processes to ensure the highest quality product reaches our customers.

Thank you for taking the time to read, and we hope to see you out at the tabletops!

In this episode (despite calling it Episode 23 early on in the show…good job Chris) Mark and Chris talk about Arena Rex, Give the Mercenary Miniatures Year in Review and have a pretty Star Wars: Rouge One heavy open range (spoilers included in the open range, ye be warned!)

So from all of us over at Windy City Wargaming, Merry Christmas and have a happy, safe New Year and we will see you in 2017!

Our site is currently set up to only ship within the United States. If you are from abroad and would like to place an order, please send an email to contact@mercenaryminiatures.com and we'll set your order up. Dismiss